From 6caebb6c932c6404e3e07aab43ae9ae21edfffde Mon Sep 17 00:00:00 2001
From: Justin Clarke Casey
Date: Tue, 25 Nov 2008 16:47:50 +0000
Subject: * refactor: Establish an IEntityInventory interface for
SceneObjectPartInventory.cs and expose that from SceneObjectPart rather than
the original object
---
.../Environment/Interfaces/IEntityInventory.cs | 223 +++++++++++++++++++++
.../Region/Environment/Scenes/SceneObjectPart.cs | 2 +-
.../Environment/Scenes/SceneObjectPartInventory.cs | 2 +-
3 files changed, 225 insertions(+), 2 deletions(-)
create mode 100644 OpenSim/Region/Environment/Interfaces/IEntityInventory.cs
(limited to 'OpenSim/Region/Environment')
diff --git a/OpenSim/Region/Environment/Interfaces/IEntityInventory.cs b/OpenSim/Region/Environment/Interfaces/IEntityInventory.cs
new file mode 100644
index 0000000..80a6a62
--- /dev/null
+++ b/OpenSim/Region/Environment/Interfaces/IEntityInventory.cs
@@ -0,0 +1,223 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSim Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using System.Reflection;
+using OpenMetaverse;
+using log4net;
+using OpenSim.Framework;
+using OpenSim.Framework.Communications.Cache;
+using OpenSim.Region.Interfaces;
+using OpenSim.Region.Environment.Interfaces;
+using OpenSim.Region.Environment.Scenes.Scripting;
+
+namespace OpenSim.Region.Environment.Scenes
+{
+ ///
+ /// Interface to an entity's (SceneObjectPart's) inventory
+ ///
+ ///
+ /// This is not a finished 1.0 candidate interface
+ public interface IEntityInventory
+ {
+ ///
+ /// Inventory serial number
+ ///
+ uint Serial
+ {
+ get;
+ set;
+ }
+
+ ///
+ /// Raw inventory data
+ ///
+ TaskInventoryDictionary Items
+ {
+ get;
+ set;
+ }
+
+ ///
+ /// Force the task inventory of this prim to persist at the next update sweep
+ ///
+ void ForceInventoryPersistence();
+
+ ///
+ /// Reset UUIDs for all the items in the prim's inventory. This involves either generating
+ /// new ones or setting existing UUIDs to the correct parent UUIDs.
+ ///
+ /// If this method is called and there are inventory items, then we regard the inventory as having changed.
+ ///
+ /// Link number for the part
+ void ResetInventoryIDs();
+
+ ///
+ /// Change every item in this inventory to a new owner.
+ ///
+ ///
+ void ChangeInventoryOwner(UUID ownerId);
+
+ ///
+ /// Change every item in this inventory to a new group.
+ ///
+ ///
+ void ChangeInventoryGroup(UUID groupID);
+
+ ///
+ /// Start all the scripts contained in this entity's inventory
+ ///
+ void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource);
+
+ ///
+ /// Stop all the scripts in this entity.
+ ///
+ void RemoveScriptInstances();
+
+ ///
+ /// Start a script which is in this entity's inventory.
+ ///
+ ///
+ ///
+ ///
+ ///
+ void CreateScriptInstance(
+ TaskInventoryItem item, int startParam, bool postOnRez, string engine, int stateSource);
+
+ ///
+ /// Start a script which is in this entity's inventory.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
+
+ ///
+ /// Stop a script which is in this prim's inventory.
+ ///
+ ///
+ void RemoveScriptInstance(UUID itemId);
+
+ ///
+ /// Add an item to this entity's inventory. If an item with the same name already exists, then an alternative
+ /// name is chosen.
+ ///
+ ///
+ void AddInventoryItem(TaskInventoryItem item, bool allowedDrop);
+
+ ///
+ /// Add an item to this entity's inventory. If an item with the same name already exists, it is replaced.
+ ///
+ ///
+ void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop);
+
+ ///
+ /// Restore a whole collection of items to the entity's inventory at once.
+ /// We assume that the items already have all their fields correctly filled out.
+ /// The items are not flagged for persistence to the database, since they are being restored
+ /// from persistence rather than being newly added.
+ ///
+ ///
+ void RestoreInventoryItems(ICollection items);
+
+ ///
+ /// Returns an existing inventory item. Returns the original, so any changes will be live.
+ ///
+ ///
+ /// null if the item does not exist
+ TaskInventoryItem GetInventoryItem(UUID itemId);
+
+ ///
+ /// Update an existing inventory item.
+ ///
+ /// The updated item. An item with the same id must already exist
+ /// in this prim's inventory.
+ /// false if the item did not exist, true if the update occurred successfully
+ bool UpdateInventoryItem(TaskInventoryItem item);
+
+ ///
+ /// Remove an item from this entity's inventory
+ ///
+ ///
+ /// Numeric asset type of the item removed. Returns -1 if the item did not exist
+ /// in this prim's inventory.
+ int RemoveInventoryItem(UUID itemID);
+
+ ///
+ /// Return the name with which a client can request a xfer of this prim's inventory metadata
+ ///
+ string GetInventoryFileName();
+
+ bool GetInventoryFileName(IClientAPI client, uint localID);
+
+ ///
+ /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
+ ///
+ ///
+ void RequestInventoryFile(IClientAPI client, IXfer xferManager);
+
+ ///
+ /// Backup the inventory to the given data store
+ ///
+ ///
+ void ProcessInventoryBackup(IRegionDataStore datastore);
+
+ uint MaskEffectivePermissions();
+
+ void ApplyNextOwnerPermissions();
+
+ void ApplyGodPermissions(uint perms);
+
+ ///
+ /// Returns true if this inventory contains any scripts
+ ///
+ bool ContainsScripts();
+
+ ///
+ /// Get the uuids of all items in this inventory
+ ///
+ ///
+ List GetInventoryList();
+
+ ///
+ /// Get the names of the assemblies associated with scripts in this inventory.
+ ///
+ ///
+ string[] GetScriptAssemblies();
+
+ ///
+ /// Get the xml representing the saved states of scripts in this inventory.
+ ///
+ ///
+ /// A
+ ///
+ Dictionary GetScriptStates();
+ }
+}
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index 712cbac..bfb8b98 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -147,7 +147,7 @@ namespace OpenSim.Region.Environment.Scenes
/// This part's inventory
///
[XmlIgnore]
- public readonly SceneObjectPartInventory Inventory;
+ public readonly IEntityInventory Inventory;
[XmlIgnore]
public bool Undoing = false;
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPartInventory.cs
index aff1ef1..82a89df 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPartInventory.cs
@@ -38,7 +38,7 @@ using OpenSim.Region.Environment.Scenes.Scripting;
namespace OpenSim.Region.Environment.Scenes
{
- public class SceneObjectPartInventory
+ public class SceneObjectPartInventory : IEntityInventory
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
--
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